Thaumaturgy: A Transmutation Overhaul

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Thaumaturgy: A Transmutation Overhaul

Postby Fayd » Tue Jan 05, 2010 2:15 pm

Thaumaturgy: A Transmutation Overhaul

Thaumaturgy expands Torchlight's Gem Transmutation system by adding 90 new recipes, enabling players to convert gems from types that they do not want into types that they do. Place four different gems of the same grade into the Transmuter, and if they are a valid combination, you will get a gem of the next grade of an entirely different type. Consult the following image to figure out what formulae will work:

Spoiler: show
Image


If you find any bugs or have any questions, I would be glad to help.

I have fixed a significant bug in this mod. However, due to the nature of the bug, the fix is in another mod. Find more information here: viewtopic.php?f=20&t=10213

TorchLit.net: Here
Runic Games Fansite: Here
Last edited by Fayd on Thu Jan 07, 2010 9:41 am, edited 1 time in total.
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Jonaleth » Tue Jan 05, 2010 6:22 pm

Can you elaborate on the differences between Arithmancy and Thaumaturgy?? Thanks!

(cool names btw :P)
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Fayd » Tue Jan 05, 2010 6:44 pm

Thaumaturgy basically takes ways to go from having a bunch of gems you don't want and going to ones you do.

I'm a particular fan of Cold and Shock effects on weapons. Suppose though, that while I can find Cold-ember relatively easily, I cannot seem to find any Flow-Ember. Thaumaturgy would allow me to make Flow-Ember from my supply of ember of other colors.

Here's how you read the picture: Put your finger over the gem you want. The resulting 4 gem types are what you need to put in to get it. They have to be all the same grade (All Cracked, for example) and will produce one gem of the next grade higher (to continue with the example, Dull gems)

To get a Dull Flow-Ember, Vanilla Torchlight requires 2 Cracked Flow-Ember. Thaumaturgy allows you to put in 1 Cracked Fire, Cold, Life, and Pure ember to get it. This is a functional change to the transmutation system.

Arithmancy, on the other hand, merely allows algebraic equivalents of the already present in Vanilla Torchlight's Transmutation formulae to work.
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Volbard » Tue Jan 05, 2010 9:38 pm

Both of these mods are great ideas. Simple, solid improvements to the game. |^)
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Krazy » Wed Jan 06, 2010 12:23 pm

This looks very useful, thanks.
I'll download it when you release the Geomancy version. :)
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Fayd » Wed Jan 06, 2010 1:34 pm

To be honest, TorchLeech has convinced me not to do that. It's easier for customization. That said, I'll figure out some OTHER gem thingymobobber that'll become Geomancy.

Also, Volbard, thank you for your compliments!
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Re: Thaumaturgy: A Transmutation Overhaul

Postby ReefTrigger » Wed Jan 06, 2010 4:32 pm

Both of your mods are great, especially to help with my shared stash, currently 3/4 full of various gems, and soon to buch less full. Nice!
Current project: learning TorchEd
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Krazy » Wed Jan 06, 2010 8:32 pm

In that case, I shall download them both tomorrow. :)
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Fayd » Thu Jan 07, 2010 5:57 am

The fix will be coming out today sometime. Unless I am advised otherwise, it will take the form of yet another mod.
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Re: Thaumaturgy: A Transmutation Overhaul

Postby zebramatt » Thu Jan 07, 2010 6:59 am

Fayd wrote:The fix will be coming out today sometime. Unless I am advised otherwise, it will take the form of yet another mod.


Fix?
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Fayd » Thu Jan 07, 2010 8:41 am

A small error that is inherent in the way recipes work. It's plaguing Arithmancy, and in theory should mess with Thaumaturgy as well. I've tested both with the fix and they appear to work.
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Re: Thaumaturgy: A Transmutation Overhaul

Postby zebramatt » Thu Jan 07, 2010 8:48 am

Fayd wrote:A small error that is inherent in the way recipes work. It's plaguing Arithmancy, and in theory should mess with Thaumaturgy as well. I've tested both with the fix and they appear to work.


Ah yes, I just saw this in the Arithmancy thread.

Fix = good!
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Fayd » Thu Jan 07, 2010 9:46 am

And the fix is complete. The fix is kept as a separate mod because it fixes more than just my work. You can find more information, and a link to it, here: viewtopic.php?f=20&t=10213
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Fayd » Fri Jan 08, 2010 7:57 am

By the way, as I've been asked on other sites, Thaumaturgy is 100% compatible with Arithmancy. The only reason they're separate mods at all is to let people customize their experience. But Geomancy, at least at the moment, is a required fix, with either.
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Re: Thaumaturgy: A Transmutation Overhaul

Postby Fayd » Fri Jan 08, 2010 1:21 pm

Ew...hate to triple post, but...

I've updated this mod. I removed the .adm files which may have been causing some people some trouble, and have written readmes.

If you are seeing bugs, remember to download Geomancy as well. It's the bugfix for both Arithmancy and Thaumaturgy.

I am also extending a special offer to other mod authors: If you've done some gem modding, and would like me to make a version of my mods specially compatible with your work, I certainly will. Just ask...Though if you want a special version Thaumaturgy, it'll be a little more complicated. I'll have to make more cycles after all! But that's nothing I can't handle.
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Re: Thaumaturgy: A Transmutation Overhaul

Postby purringcat » Sun Aug 08, 2010 10:04 am

I've searched for your readme explaining the formulas to get specific gems and can't find it anywhere.
Where is this file located? Edit: I use torchleech to download mods and it automatically places them
in the proper place.

Thanks :)
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